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[Release] Wicked AI 2.2.0


f3cuk

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17:20:10 Error in expression <	= false;		



configloaded = true;

};
};
>
17:20:10   Error position: <};
>
17:20:10   Error Missing {
17:20:10 File z\addons\dayz_server\WAI\config.sqf, line 110

https://github.com/f3cuk/WICKED-AI/blob/ad8f41fc496115956aa190dbc621cad60c1557db/WAI/config.sqf#L1 ?

 

Umm, are you really using the testbranch? :P

Edited by Jossy
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Well i really dont knew which one is test or released.

Just got the newest version from github and made fixes from newest commits and its working beautifully.

Really idk how you guys getting those errors.

On my server is really lots of gun fire its combat focused server.

 

SadBoy1981

Your RPT says exactly what you need to correct.

17:20:10   Error Missing {
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In my old WAI it was easy to add launchers.. now.. Its a tad different. I run a militarised server and need Smaws and Stingers to protect the missions. Do I just make a new array and give it a new xx% or can I just add the launchers to all the other tables?

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Yes you can add launchers that i have do it. Works

You can ad any weapons there.

You can even do more.

 

Edit your mission files like that:

//Turrets
	_static_gun = ai_static_weapons call BIS_fnc_selectRandom;
	_static_gun1 = ai_static_weapons call BIS_fnc_selectRandom;
	_static_gun2 = ai_static_weapons call BIS_fnc_selectRandom;
	[[[(_position select 0) - 10, (_position select 1) + 10, 0]],_static_gun,"easy","Random",0,2,"Random","Random",true] call spawn_static;
	[[[(_position select 0) + 10, (_position select 1) -10, 0]],_static_gun1,"medium","Random",0,2,"Random","Random",true] call spawn_static;
	[[[(_position select 0) - 15, (_position select 1), 0]],_static_gun2,"medium","Random",0,2,"Random","Random",true] call spawn_static;

And add required static launchers in ai_static_weapons array in your config.sqf

ai_static_weapons 			= ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG","TOW_TriPod","Igla_AA_pod_East"]; // static guns

That willbe really militarised stuff.. :-))

Put some armored vehicles in it.

After that you should change the marker colour to black giving players any clue what awaiting for them.

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Got this is my RPT:

"TIME SYNC: Local Time set to [2013,8,3,21,29]"
21:29:56 "WAI: Starting mission mayors_mansion"
21:29:56 "WAI: Mission Mayors Mansion Started At [3626.04,14184.6]"
21:29:59 "WAI: Spawned a group of 4 bandits at [3626.04,14184.6,0]"
21:30:01 "WAI: Spawned a group of 4 bandits at [3626.04,14184.6,0]"
21:30:01 "WAI: Spawned a group of 4 bandits at [3626.04,14184.6,0]"
21:30:02 "WAI: Spawned a group of 4 bandits at [3626.04,14184.6,0]"
21:30:02 Warning Message: Bad vehicle type
21:30:03 "WAI: Spawned a group of 1 bandits at [3626.04,14184.6,0]"
21:30:03 "WAI: Spawned in 2 M2StaticMG"
21:30:06 "RUNNING EVENT: crash_spawner on [2014,8,22,21,30]"

It doesn't like the line about the mayor i guess.  Should I worry about this?

//Troops
	_rndnum = round (random 3) + 4;
	[[_position select 0, _position select 1, 0],4,"medium","Random",4,"Random","Random","Random",true] call spawn_group;
	[[_position select 0, _position select 1, 0],4,"medium","Random",4,"Random","Random","Random",true] call spawn_group;
	[[_position select 0, _position select 1, 0],4,"Random","Random",4,"Random","Random","Random",true] call spawn_group;
	[[_position select 0, _position select 1, 0],4,"Random","Random",4,"Random","Random","Random",true] call spawn_group;

	//The Mayor Himself
	[[_position select 0, _position select 1, 0],1,1,"Random",4,"","Functionary1_EP1_DZ","Random",true] call spawn_group;
	 
	[[[(_position select 0) - 15, (_position select 1) + 15, 8],[(_position select 0) + 15, (_position select 1) - 15, 8]],"M2StaticMG","easy","Random",1,2,"Random","Random",true] call spawn_static;
	 
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Got this is my RPT:

"TIME SYNC: Local Time set to [2013,8,3,21,29]"
21:29:56 "WAI: Starting mission mayors_mansion"
21:29:56 "WAI: Mission Mayors Mansion Started At [3626.04,14184.6]"
21:29:59 "WAI: Spawned a group of 4 bandits at [3626.04,14184.6,0]"
21:30:01 "WAI: Spawned a group of 4 bandits at [3626.04,14184.6,0]"
21:30:01 "WAI: Spawned a group of 4 bandits at [3626.04,14184.6,0]"
21:30:02 "WAI: Spawned a group of 4 bandits at [3626.04,14184.6,0]"
21:30:02 Warning Message: Bad vehicle type
21:30:03 "WAI: Spawned a group of 1 bandits at [3626.04,14184.6,0]"
21:30:03 "WAI: Spawned in 2 M2StaticMG"
21:30:06 "RUNNING EVENT: crash_spawner on [2014,8,22,21,30]"

It doesn't like the line about the mayor i guess.  Should I worry about this?

//Troops
	_rndnum = round (random 3) + 4;
	[[_position select 0, _position select 1, 0],4,"medium","Random",4,"Random","Random","Random",true] call spawn_group;
	[[_position select 0, _position select 1, 0],4,"medium","Random",4,"Random","Random","Random",true] call spawn_group;
	[[_position select 0, _position select 1, 0],4,"Random","Random",4,"Random","Random","Random",true] call spawn_group;
	[[_position select 0, _position select 1, 0],4,"Random","Random",4,"Random","Random","Random",true] call spawn_group;

	//The Mayor Himself
	[[_position select 0, _position select 1, 0],1,1,"Random",4,"","Functionary1_EP1_DZ","Random",true] call spawn_group;
	 
	[[[(_position select 0) - 15, (_position select 1) + 15, 8],[(_position select 0) + 15, (_position select 1) - 15, 8]],"M2StaticMG","easy","Random",1,2,"Random","Random",true] call spawn_static;
	 

not much to worry about, it's just the double "" between the 4, and "Functionary is the backpack, it should be "Random" or a backpack classname

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Oh and I have a request.  Can you put in a stipulation that requires a percentage amount of the AI if not all of the AI to be dead before it will allow mission completion?  Right now you don't have to kill any AI at all, just reach the marker and it will clear.

Yeah that should be easy enough, however with the new major update coming up you can choose to have it a get to the crate mission, a kill mission, or assassination mission and they all work individually to each mission

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Yeah that should be easy enough, however with the new major update coming up you can choose to have it a get to the crate mission, a kill mission, or assassination mission and they all work individually to each mission

OMG I LOVE YOU!  That sounds awesome.  Got a time frame on this update?  I'm fighting the urge to customize this thing, but don't want to with such a big update on the verge.

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OMG I LOVE YOU!  That sounds awesome.  Got a time frame on this update?  I'm fighting the urge to customize this thing, but don't want to with such a big update on the verge.

I'm just making some final changes now, then running some tests, then I'll be merging the files then it's up to f3cuk to approve it ;)

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I'm just making some final changes now, then running some tests, then I'll be merging the files then it's up to f3cuk to approve it ;)

I could really do with an assistant making some bandit type missions, seems a bit sketchy releasing the update with only one bandit mission available  :blink:

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this will not work on my server i have done exactly what you said to do and no missions spawn in my server. i have even tried placing the exec line in the server monitor sqf and still nothing works please help i would love this to be on my server 

can't help with nothing to work with, have you checked the server rpt log?

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